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标题: [业评] 抽了,TG历史性的大抽了,RF吹PS3不支持DIRECTX,天师血洗DX10。 [打印本页]

作者: ...    时间: 2009-2-19 22:34     标题: 抽了,TG历史性的大抽了,RF吹PS3不支持DIRECTX,天师血洗DX10。

历史性连接。
天师帖
http://club.tgfc.com/viewthread.php?tid=5875945&extra=&highlight=%2Bzhangjingy&page=1
某F帖
http://club.tgfc.com/thread-6048438-1-2.html
引用:
The Develop Conference will be taking place between July 24th to the 26th in Brighton, UK. Even though this event will be taking place after E3, we’ll get a chance to hear about some of the development techniques behind Killzone for the PS3.

Deferred rendering in Killzone 2
Michal Valient, Guerrilla-Games

Next generation gaming brought high resolutions, very complex environments and large textures to our living rooms. With virtually every asset being inflated, it’s hard to use traditional forward rendering and hope for rich, dynamic environments with extensive dynamic lighting. Deferred rendering, on the other hand, has been traditionally described as a nice technique for rendering of scenes with many dynamic lights, that unfortunately suffers from fill-rate problems and lack of anti-aliasing and very few games that use it were published.

In this talk, we will discuss our approach to face this challenge and how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). We will give in-depth deion of each individual stage of our real-time rendering pipeline and the main ingredients of our lighting, post-processing and data management. We’ll show how we utilize PS3’s SPUs for fast rendering of a large set of primitives, parallel processing of geometry and computation of indirect lighting. We will also describe our optimizations of the lighting and our parallel split (cascaded) shadow map algorithm for faster and stable MSAA output.

Take Away
The session will provide detailed overview and optimizations of modern rendering engine and parallel processing. Many of the topics are applicable for various gaming platforms.
据技术人士透露,KZ2应用的技术至少需要G80或者R600才能实现,目前有两种可能:
1、RSX具备某些G80特性。
2、CELL可以模拟DX10,而且效率不错。

http://bbs.levelup.cn/showtopic-756780.aspx

KILLZONE2确实证明了cell的强大
曾经看过gg技术总监的视屏介绍,KZ2一个场景有两百个光源,并且技术总监亲自在开发机上演示了。要实现两百个光源应该是用了deferred rendering([延迟渲染)还令人惊奇的是居然deferred rendering同时实现MSAA,这个是DX10.1显卡才能实现。估计KZ2是第一个deferred rendering MSAA的游戏。我们知道RSX不能实现DX10的特效,无疑是CELL实现的,现在的技术还没有让GPU可以模拟特效的能力,都只是对其固有的特效进行编程控制。对新增加的特效,新的DIRECTX版本加入新特效就必须换新的支持这个DIRECTX版本的显卡。所以ps3设计思路是高浮点运算的CPU来模拟特效。所以KZ2对ps3意义不只是一个大作,它是一技术象征的游戏,来证明ps3自己的实力。KZ2 各种特效光影、物理、粒子主要靠cell实现,据说只用6个spu,不过却能在同一个场景里实现这么多特效,各种人物、物理、光影、爆炸、粒子尘埃同时能达到720p 30fps。
http://forum.beyond3d.com/showpost.php?p=1018853&postcount=1
链接是GG的技术访谈,里面提到了KZ2 deferred rendering MSAA。

[ 本帖最后由 ... 于 2009-2-19 22:37 编辑 ]
作者: liuyicheng    时间: 2009-2-19 22:40

你索黑太明显了。
作者: sniperm82    时间: 2009-2-19 22:43

没看出三点神在说什么,我理解力有限,看不明白你的意识流。劳烦您解释下吧
作者: sniperm82    时间: 2009-2-19 22:45

西2046那贴是9天前就发的,点神才看到?欢迎点神回到地球
作者: zafm0861    时间: 2009-2-19 22:54

引用:
原帖由 sniperm82 于 2009-2-19 22:43 发表
没看出三点神在说什么,我理解力有限,看不明白你的意识流。劳烦您解释下吧
三点神的语言一向不是逻辑正常的人能看懂的
作者: 恨水无痕    时间: 2009-2-19 23:15

让锁黑来得更猛烈些
作者: linorex    时间: 2009-2-19 23:18

lz乐在其中 不能自拔嘛
恭喜恭喜~
作者: wei89wei    时间: 2009-2-19 23:42

:D LZ终于体会到了宝宝的快乐吧~
作者: 无敌JJ2    时间: 2009-2-19 23:53

送给兰州一个大烧饼.:D
作者: 超越神的牛肉人    时间: 2009-2-20 01:20

我好冷……
作者: 十年后海啸    时间: 2009-2-20 11:55

话说天师声称战鹰等游戏中早就溶剂云了呀
那还是老早的事情了
作者: wetwet    时间: 2009-2-20 12:05

容积云是什么东西.
作者: allensakura    时间: 2009-2-20 12:27

三點神在娛樂TG大眾上做出不可磨滅的貢獻:D
作者: GAYBL    时间: 2009-2-20 12:27

欢乐贴。
作者: Wuhaok    时间: 2009-2-21 19:12

众萎饭在事实面前坚决抵制,只能顾左右而言它


作者: 共产党员    时间: 2009-2-21 19:25

每次看三点神,三点神都笑的跟春晚上的托儿一样灿烂
作者: 江户川柯南    时间: 2009-2-22 10:26

我目前真的觉得主机上有溶剂云的游戏也就是GRID吧,那里边车轮胎出来的烟雾真是漂亮极了。。




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